Draw object layers in order and generally untangle the direction mess. (#239)

* Implement drawing COF Layers by priority

Hack it up by using always draw order for direction 0 until we get a
better handle on directions in the engine.

* Take directions in "cof directions"

Transform into dcc directions for loading frames.

* Set characters to dir 0 in char select.

Direction 0 is now facing down universally
This commit is contained in:
Ziemas 2019-11-27 03:04:36 +01:00 committed by Tim Sarbin
parent 4d655416c2
commit 51d78bfcbf
5 changed files with 61 additions and 41 deletions

View File

@ -1,23 +1,24 @@
package d2scene
import (
"github.com/OpenDiablo2/D2Shared/d2data/d2dc6"
"image/color"
"math"
"os"
"strings"
"github.com/OpenDiablo2/D2Shared/d2data/d2dc6"
"github.com/hajimehoshi/ebiten/ebitenutil"
"github.com/OpenDiablo2/OpenDiablo2/d2audio"
"github.com/OpenDiablo2/D2Shared/d2common"
"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
"github.com/OpenDiablo2/D2Shared/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2corecommon/d2coreinterface"
"github.com/OpenDiablo2/D2Shared/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core"
"github.com/OpenDiablo2/D2Shared/d2data/d2datadict"
dh "github.com/OpenDiablo2/D2Shared/d2helper"
"github.com/OpenDiablo2/OpenDiablo2/d2audio"
"github.com/OpenDiablo2/OpenDiablo2/d2core"
"github.com/OpenDiablo2/OpenDiablo2/d2corecommon/d2coreinterface"
"github.com/OpenDiablo2/OpenDiablo2/d2render"
"github.com/OpenDiablo2/OpenDiablo2/d2render/d2ui"
"github.com/hajimehoshi/ebiten"
@ -189,7 +190,7 @@ func (v *CharacterSelect) updateCharacterBoxes() {
v.characterImage[i] = d2core.CreateHero(
0,
0,
5,
0,
v.gameStates[idx].HeroType,
d2core.HeroObjects[v.gameStates[idx].HeroType],
v.fileProvider,

View File

@ -1,9 +1,10 @@
package d2scene
import (
"github.com/OpenDiablo2/D2Shared/d2data/d2dc6"
"image/color"
"github.com/OpenDiablo2/D2Shared/d2data/d2dc6"
"github.com/OpenDiablo2/D2Shared/d2helper"
"github.com/OpenDiablo2/OpenDiablo2/d2render/d2mapengine"
@ -111,8 +112,7 @@ func (v *Game) Update(tickTime float64) {
py,
)
directionIndex := int((float64(angle) / 360.0) * 16.0)
newDirection := d2render.DirectionLookup[directionIndex]
newDirection := int((float64(angle) / 360.0) * 16.0)
if newDirection != v.mapEngine.Hero.AnimatedEntity.GetDirection() {
v.mapEngine.Hero.AnimatedEntity.SetMode(d2enum.AnimationModePlayerTownNeutral.String(), v.mapEngine.Hero.Equipment.RightHand.GetWeaponClass(), newDirection)
}

View File

@ -25,9 +25,6 @@ import (
var DccLayerNames = []string{"HD", "TR", "LG", "RA", "LA", "RH", "LH", "SH", "S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8"}
// DirectionLookup is used to decode the direction offset indexes
var DirectionLookup = []int{9, 15, 5, 6, 4, 12, 10, 2, 8, 13, 1, 7, 0, 14, 11, 3}
type LayerCacheEntry struct {
frames []*ebiten.Image
compositeMode ebiten.CompositeMode
@ -58,6 +55,7 @@ type AnimatedEntity struct {
//frameLocations []d2common.Rectangle
object *d2datadict.ObjectLookupRecord
layerCache []LayerCacheEntry
drawOrder [][]d2enum.CompositeType
}
// CreateAnimatedEntity creates an instance of AnimatedEntity
@ -68,6 +66,7 @@ func CreateAnimatedEntity(x, y int32, object *d2datadict.ObjectLookupRecord, fil
token: object.Token,
object: object,
palette: palette,
layerCache: make([]LayerCacheEntry, d2enum.CompositeTypeMax),
//frameLocations: []d2common.Rectangle{},
}
result.dccLayers = make(map[string]d2dcc.DCC)
@ -84,6 +83,9 @@ func CreateAnimatedEntity(x, y int32, object *d2datadict.ObjectLookupRecord, fil
func (v *AnimatedEntity) SetMode(animationMode, weaponClass string, direction int) {
cofPath := fmt.Sprintf("%s/%s/COF/%s%s%s.COF", v.base, v.token, v.token, animationMode, weaponClass)
v.Cof = d2cof.LoadCOF(cofPath, v.fileProvider)
if v.Cof.NumberOfDirections == 0 || v.Cof.NumberOfLayers == 0 || v.Cof.FramesPerDirection == 0 {
return
}
v.animationMode = animationMode
v.weaponClass = weaponClass
v.direction = direction
@ -163,12 +165,16 @@ func (v *AnimatedEntity) Render(target *ebiten.Image, offsetX, offsetY int) {
}
}
}
localX := (v.subcellX - v.subcellY) * 16
localY := ((v.subcellX + v.subcellY) * 8) - 5
for layerIdx := range v.layerCache {
if v.drawOrder == nil {
return
}
for _, layerIdx := range v.drawOrder[v.currentFrame] {
if v.currentFrame < 0 || v.layerCache[layerIdx].frames == nil || v.currentFrame >= len(v.layerCache[layerIdx].frames) || v.layerCache[layerIdx].frames[v.currentFrame] == nil {
return
continue
}
opts := &ebiten.DrawImageOptions{}
x := float64(v.offsetX) + float64(offsetX) + localX + float64(v.layerCache[layerIdx].offsetX)
@ -193,31 +199,48 @@ func (v *AnimatedEntity) updateFrameCache() {
v.framesToAnimate = animationData.FramesPerDirection
v.lastFrameTime = d2helper.Now()
v.layerCache = make([]LayerCacheEntry, len(v.Cof.CofLayers))
for layerIdx := range v.layerCache {
v.layerCache[layerIdx].frames = make([]*ebiten.Image, v.framesToAnimate)
v.drawOrder = make([][]d2enum.CompositeType, v.framesToAnimate)
var dccDirection int
switch v.Cof.NumberOfDirections {
case 4:
dccDirection = d2dcc.CofToDir4[v.direction]
case 8:
dccDirection = d2dcc.CofToDir8[v.direction]
case 16:
dccDirection = d2dcc.CofToDir16[v.direction]
case 32:
dccDirection = d2dcc.CofToDir32[v.direction]
default:
dccDirection = 0
}
for frame := 0; frame < v.framesToAnimate; frame++ {
v.drawOrder[frame] = v.Cof.Priority[v.direction][frame]
}
for cofLayerIdx := range v.Cof.CofLayers {
layerName := DccLayerNames[v.Cof.CofLayers[cofLayerIdx].Type]
layerType := v.Cof.CofLayers[cofLayerIdx].Type
layerName := DccLayerNames[layerType]
dccLayer := v.dccLayers[layerName]
if !dccLayer.IsValid() {
continue
}
v.layerCache[layerType].frames = make([]*ebiten.Image, v.framesToAnimate)
minX := int32(10000)
minY := int32(10000)
maxX := int32(-10000)
maxY := int32(-10000)
for frameIdx := range dccLayer.Directions[v.direction].Frames {
minX = d2helper.MinInt32(minX, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Left))
minY = d2helper.MinInt32(minY, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Top))
maxX = d2helper.MaxInt32(maxX, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Right()))
maxY = d2helper.MaxInt32(maxY, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Bottom()))
for frameIdx := range dccLayer.Directions[dccDirection].Frames {
minX = d2helper.MinInt32(minX, int32(dccLayer.Directions[dccDirection].Frames[frameIdx].Box.Left))
minY = d2helper.MinInt32(minY, int32(dccLayer.Directions[dccDirection].Frames[frameIdx].Box.Top))
maxX = d2helper.MaxInt32(maxX, int32(dccLayer.Directions[dccDirection].Frames[frameIdx].Box.Right()))
maxY = d2helper.MaxInt32(maxY, int32(dccLayer.Directions[dccDirection].Frames[frameIdx].Box.Bottom()))
}
v.layerCache[cofLayerIdx].offsetX = minX
v.layerCache[cofLayerIdx].offsetY = minY
v.layerCache[layerType].offsetX = minX
v.layerCache[layerType].offsetY = minY
actualWidth := maxX - minX
actualHeight := maxY - minY
@ -237,7 +260,7 @@ func (v *AnimatedEntity) updateFrameCache() {
case d2enum.DrawEffectPctTransparency75:
transparency = byte(192)
case d2enum.DrawEffectModulate:
v.layerCache[cofLayerIdx].compositeMode = ebiten.CompositeModeLighter
v.layerCache[layerType].compositeMode = ebiten.CompositeModeLighter
case d2enum.DrawEffectBurn:
// Flies in tal rasha's tomb use this
case d2enum.DrawEffectNormal:
@ -250,29 +273,29 @@ func (v *AnimatedEntity) updateFrameCache() {
for i := 0; i < int(actualWidth*actualHeight); i++ {
pixels[(i*4)+3] = 0
}
if animationIdx >= len(dccLayer.Directions[v.direction].Frames) {
if animationIdx >= len(dccLayer.Directions[dccDirection].Frames) {
log.Printf("Invalid animation index of %d for animated entity", animationIdx)
continue
}
frame := dccLayer.Directions[v.direction].Frames[animationIdx]
for y := 0; y < dccLayer.Directions[v.direction].Box.Height; y++ {
for x := 0; x < dccLayer.Directions[v.direction].Box.Width; x++ {
paletteIndex := frame.PixelData[x+(y*dccLayer.Directions[v.direction].Box.Width)]
frame := dccLayer.Directions[dccDirection].Frames[animationIdx]
for y := 0; y < dccLayer.Directions[dccDirection].Box.Height; y++ {
for x := 0; x < dccLayer.Directions[dccDirection].Box.Width; x++ {
paletteIndex := frame.PixelData[x+(y*dccLayer.Directions[dccDirection].Box.Width)]
if paletteIndex == 0 {
continue
}
color := d2datadict.Palettes[v.palette].Colors[paletteIndex]
actualX := (x + dccLayer.Directions[v.direction].Box.Left) - int(minX)
actualY := (y + dccLayer.Directions[v.direction].Box.Top) - int(minY)
actualX := (x + dccLayer.Directions[dccDirection].Box.Left) - int(minX)
actualY := (y + dccLayer.Directions[dccDirection].Box.Top) - int(minY)
pixels[(actualX*4)+(actualY*int(actualWidth)*4)] = color.R
pixels[(actualX*4)+(actualY*int(actualWidth)*4)+1] = color.G
pixels[(actualX*4)+(actualY*int(actualWidth)*4)+2] = color.B
pixels[(actualX*4)+(actualY*int(actualWidth)*4)+3] = transparency
}
}
v.layerCache[cofLayerIdx].frames[animationIdx], _ = ebiten.NewImage(int(actualWidth), int(actualHeight), ebiten.FilterNearest)
_ = v.layerCache[cofLayerIdx].frames[animationIdx].ReplacePixels(pixels)
v.layerCache[layerType].frames[animationIdx], _ = ebiten.NewImage(int(actualWidth), int(actualHeight), ebiten.FilterNearest)
_ = v.layerCache[layerType].frames[animationIdx].ReplacePixels(pixels)
}
}
}

2
go.mod
View File

@ -3,7 +3,7 @@ module github.com/OpenDiablo2/OpenDiablo2
go 1.12
require (
github.com/OpenDiablo2/D2Shared v0.0.0-20191124224548-cf6a3b59eadb
github.com/OpenDiablo2/D2Shared v0.0.0-20191127010353-6abef1f4c7ae
github.com/alecthomas/template v0.0.0-20190718012654-fb15b899a751 // indirect
github.com/alecthomas/units v0.0.0-20190924025748-f65c72e2690d // indirect
github.com/hajimehoshi/ebiten v1.11.0-alpha.0.20191121152720-3df198f68eea

8
go.sum
View File

@ -2,12 +2,8 @@ dmitri.shuralyov.com/gpu/mtl v0.0.0-20190408044501-666a987793e9/go.mod h1:H6x//7
github.com/BurntSushi/xgb v0.0.0-20160522181843-27f122750802/go.mod h1:IVnqGOEym/WlBOVXweHU+Q+/VP0lqqI8lqeDx9IjBqo=
github.com/JoshVarga/blast v0.0.0-20180421040937-681c804fb9f0 h1:tDnuU0igiBiQFjsvq1Bi7DpoUjqI76VVvW045vpeFeM=
github.com/JoshVarga/blast v0.0.0-20180421040937-681c804fb9f0/go.mod h1:h/5OEGj4G+fpYxluLjSMZbFY011ZxAntO98nCl8mrCs=
github.com/OpenDiablo2/D2Shared v0.0.0-20191124053203-a445d5d8cbe0 h1:AvMIpYAhSC3xpDwAHHXUt8LN75oeH3sHrzXys/DgJU4=
github.com/OpenDiablo2/D2Shared v0.0.0-20191124053203-a445d5d8cbe0/go.mod h1:zRNOUiglwakbufN8EsNWqLLDHsZoQDA6/dI2GIu2nnU=
github.com/OpenDiablo2/D2Shared v0.0.0-20191124133124-e4652c013e40 h1:NjjCVr+4GCH9NWyfCcwYI5QrYiW3DiOhPxlvEqY2h/g=
github.com/OpenDiablo2/D2Shared v0.0.0-20191124133124-e4652c013e40/go.mod h1:zRNOUiglwakbufN8EsNWqLLDHsZoQDA6/dI2GIu2nnU=
github.com/OpenDiablo2/D2Shared v0.0.0-20191124224548-cf6a3b59eadb h1:4W+jWE86ZuDgHTg/RhWEcUoK7UpRJC/hEnlQ9/SEep4=
github.com/OpenDiablo2/D2Shared v0.0.0-20191124224548-cf6a3b59eadb/go.mod h1:fG8OQsAulB/t/RC9QeUjYAAEXZWY5kHvgWXmMgLhRwI=
github.com/OpenDiablo2/D2Shared v0.0.0-20191127010353-6abef1f4c7ae h1:yoY87JVtJIEtCRjQm8tnvL24n7aXbhz7seKkAJfhKU4=
github.com/OpenDiablo2/D2Shared v0.0.0-20191127010353-6abef1f4c7ae/go.mod h1:fG8OQsAulB/t/RC9QeUjYAAEXZWY5kHvgWXmMgLhRwI=
github.com/alecthomas/template v0.0.0-20190718012654-fb15b899a751 h1:JYp7IbQjafoB+tBA3gMyHYHrpOtNuDiK/uB5uXxq5wM=
github.com/alecthomas/template v0.0.0-20190718012654-fb15b899a751/go.mod h1:LOuyumcjzFXgccqObfd/Ljyb9UuFJ6TxHnclSeseNhc=
github.com/alecthomas/units v0.0.0-20190924025748-f65c72e2690d h1:UQZhZ2O0vMHr2cI+DC1Mbh0TJxzA3RcLoMsFw+aXw7E=